A critical review on the moderating role of contextual factors in the associations between video gaming and well-being

The appeal of video gaming has undoubtedly withstood the test of time. In view of its increasing popularity, lay people and researchers alike have taken an interest in the psychological consequences of video gaming. However, there seems to be a paradox associated with the effect of video gaming on g...

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Main Authors: HARTANTO, Andree, LUA, Verity Yu Qing, QUEK, Frosch Yi Xuan, YONG, Jose C., NG, Matthew H. S.
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Language:English
Published: Institutional Knowledge at Singapore Management University 2021
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Online Access:https://ink.library.smu.edu.sg/soss_research/3410
https://ink.library.smu.edu.sg/context/soss_research/article/4667/viewcontent/1_s2.0_S245195882100083X_main.pdf
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spelling sg-smu-ink.soss_research-46672022-04-26T07:51:22Z A critical review on the moderating role of contextual factors in the associations between video gaming and well-being HARTANTO, Andree LUA, Verity Yu Qing QUEK, Frosch Yi Xuan YONG, Jose C. NG, Matthew H. S. The appeal of video gaming has undoubtedly withstood the test of time. In view of its increasing popularity, lay people and researchers alike have taken an interest in the psychological consequences of video gaming. However, there seems to be a paradox associated with the effect of video gaming on gamers' well-being—namely, while most video game players cite “fun” as their motivation to play video games, video games continue to hold a notorious reputation among some researchers for being detrimental to mental health and emotional well-being as measured by indicators such as happiness, perceived stress, anxiety, and depressive symptoms. We suggest that a significant contributor to the mixed literature is the oversight of contextual factors that may moderate this relationship. The current review highlights five important contextual factors that should be considered when studying the associations between the frequency of video gaming and well-being. Specifically, we suggest that unless the social context (who), type (what), motivation (why), time and day (when), and amount (how much) of video gaming activities are adequately considered, examinations of well-being outcomes in relation to video gaming will remain incomplete. 2021-08-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/soss_research/3410 info:doi/10.1016/j.chbr.2021.100135 https://ink.library.smu.edu.sg/context/soss_research/article/4667/viewcontent/1_s2.0_S245195882100083X_main.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School of Social Sciences eng Institutional Knowledge at Singapore Management University Video games Contextual factors Well-being Depression Anxiety Applied Behavior Analysis Experimental Analysis of Behavior Social Psychology and Interaction
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Video games
Contextual factors
Well-being
Depression
Anxiety
Applied Behavior Analysis
Experimental Analysis of Behavior
Social Psychology and Interaction
spellingShingle Video games
Contextual factors
Well-being
Depression
Anxiety
Applied Behavior Analysis
Experimental Analysis of Behavior
Social Psychology and Interaction
HARTANTO, Andree
LUA, Verity Yu Qing
QUEK, Frosch Yi Xuan
YONG, Jose C.
NG, Matthew H. S.
A critical review on the moderating role of contextual factors in the associations between video gaming and well-being
description The appeal of video gaming has undoubtedly withstood the test of time. In view of its increasing popularity, lay people and researchers alike have taken an interest in the psychological consequences of video gaming. However, there seems to be a paradox associated with the effect of video gaming on gamers' well-being—namely, while most video game players cite “fun” as their motivation to play video games, video games continue to hold a notorious reputation among some researchers for being detrimental to mental health and emotional well-being as measured by indicators such as happiness, perceived stress, anxiety, and depressive symptoms. We suggest that a significant contributor to the mixed literature is the oversight of contextual factors that may moderate this relationship. The current review highlights five important contextual factors that should be considered when studying the associations between the frequency of video gaming and well-being. Specifically, we suggest that unless the social context (who), type (what), motivation (why), time and day (when), and amount (how much) of video gaming activities are adequately considered, examinations of well-being outcomes in relation to video gaming will remain incomplete.
format text
author HARTANTO, Andree
LUA, Verity Yu Qing
QUEK, Frosch Yi Xuan
YONG, Jose C.
NG, Matthew H. S.
author_facet HARTANTO, Andree
LUA, Verity Yu Qing
QUEK, Frosch Yi Xuan
YONG, Jose C.
NG, Matthew H. S.
author_sort HARTANTO, Andree
title A critical review on the moderating role of contextual factors in the associations between video gaming and well-being
title_short A critical review on the moderating role of contextual factors in the associations between video gaming and well-being
title_full A critical review on the moderating role of contextual factors in the associations between video gaming and well-being
title_fullStr A critical review on the moderating role of contextual factors in the associations between video gaming and well-being
title_full_unstemmed A critical review on the moderating role of contextual factors in the associations between video gaming and well-being
title_sort critical review on the moderating role of contextual factors in the associations between video gaming and well-being
publisher Institutional Knowledge at Singapore Management University
publishDate 2021
url https://ink.library.smu.edu.sg/soss_research/3410
https://ink.library.smu.edu.sg/context/soss_research/article/4667/viewcontent/1_s2.0_S245195882100083X_main.pdf
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